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#if HDRP_PRESENT || URP_PRESENT
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#if HDRP_PRESENT
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var keyword = new ShaderKeyword(shader, "HDRP_ENABLED"); |
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var enabled = new ShaderKeyword(shader, "HDRP_ENABLED"); |
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var disabled = new ShaderKeyword(shader, "URP_ENABLED"); |
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var keyword = new ShaderKeyword(shader, "HDRP_DISABLED"); |
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#endif
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var enabled = new ShaderKeyword(shader, "URP_ENABLED"); |
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var disabled = new ShaderKeyword(shader, "HDRP_ENABLED"); |
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#endif
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if (!data[i].shaderKeywordSet.IsEnabled(keyword)) |
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continue; |
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data[i].shaderKeywordSet.Disable(keyword); |
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data[i].shaderKeywordSet.Enable(enabled); |
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data[i].shaderKeywordSet.Disable(disabled); |
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} |
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#endif
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} |